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Adrian Jarabo

Publications and source records attributed to Adrian Jarabo.

At least 19 recordsLinked to original sources

High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization

In this work we propose an efficient deferred software rasterization pipeline for real-time rendering of strand-based hair using hair meshes. Hair plays a crucial role in creating expressive 3D characters, yet strand-based approaches are often restricted to high-end hardware and typically applied to only a small number of hero characters. Hair meshes have proven to be an efficient representation capable of handling a wide variety of groom styles, but existing mesh shader-based implementations still suffer from significant bottlenecks. In this work, we address these limitations with a software rasterization approach that improves performance and compatibility. Our method enables efficient far-field strand-based hair rendering-even at a single sample per pixel-by combining deferred shading with a strand filtering and reconstruction step, while requiring only minimal hardware support. To further enhance scalability, we introduce a level-of-detail (LOD) scheme that adapts hair representation and shading complexity based on viewing distance and screen-space coverage, reducing computational cost further while preserving visual fidelity. To the best of our knowledge, this is the first approach to achieve this combination of efficiency, flexibility, scalability, and broad hardware compatibility.

cs.GR

Spectral Subsurface Scattering from RGB via Biophysical Skin Inversion

In this paper we present a spectral optical inversion for skin for path tracing-based rendering of subsurface scattering. Skin is a complex multilayered medium, with appearance determined by the mixture of biophysical chromophores. However, current methods rely on medium homogeneization, with optical parameters obtained via albedo inversion from a reflectance texture and hand-tuned scattering distance and anisotropy. This results into significant art-skilled manual labor for authoring, and an inaccurate scattering profile for skin. To solve these problems, we generalize existing albedo inversion techniques, and propose a framework that predicts full-spectral skin scattering parameters from a single RGB diffuse albedo. Our method builds upon a new mixture-of-media representation, that approximates the aggregated multilayered appearance of skin by mixing the aggregated scattering of three uncorrelated media. We train a chained neural decoder that maps RGB diffuse albedo to the optical properties of the mixture of media, including anisotropy, scattering radius and scattering albedo. Then, we show this mixture can be used in a random-walk-based path tracer with minimal modifications, by simply randomly selecting the medium to traverse.

cs.GR

Wispy to Voluminous: Prior-free Multi-view Capture of Strand-level Facial Hair

Facial hair is a defining trait of personal identity, yet remains a critical bottleneck for digital avatars. Recent volumetric methods achieve photorealism but bake hair into the underlying face geometry, preventing editability and failing to resolve sparse, strand-like structures. Meanwhile, scalp-hair reconstruction methods target dense hair volumes and do not transfer to the sparse, spatially-varying nature of facial hair. We present a pipeline that automatically reconstructs facial hair -- beard, mustache, lashes, and brows -- from multi-view images, converting an unstructured 3D Gaussian representation into an explicit curve-based strand representation. We resolve geometric ambiguities in four stages: (i) optimizing 3D Gaussians constrained by tracked head geometry to enforce early ray termination and suppress sub-surface noise; (ii) tracing continuous strands robust to frequent crossings and extreme curvature; (iii) grounding strands to the surface and resolving root-tip ambiguity via a physically-motivated prior; and (iv) refining the reconstruction through opacity-driven density control under photometric optimization. To our knowledge, this is the first method to reconstruct high-fidelity facial hair strands from a 3D Gaussian representation. The recovered strands faithfully preserve the orientation and sparsity patterns characteristic of facial hair, and yield assets immediately suitable for downstream production tasks, including facial animation and physical simulation, geometric grooming and transfer, appearance editing, and physics-based rendering.

cs.GR

A comprehensive study of time-of-flight non-line-of-sight imaging

Time-of-Flight non-line-of-sight (ToF NLOS) imaging techniques provide state-of-the-art reconstructions of scenes hidden around corners by inverting the optical path of indirect photons scattered by visible surfaces and measured by picosecond resolution sensors. The emergence of a wide range of ToF NLOS imaging methods with heterogeneous formulae and hardware implementations obscures the assessment of both their theoretical and experimental aspects. We present a comprehensive study of a representative set of ToF NLOS imaging methods by discussing their similarities and differences under common formulation and hardware. We first outline the problem statement under a common general forward model for ToF NLOS measurements, and the typical assumptions that yield tractable inverse models. We discuss the relationship of the resulting simplified forward and inverse models to a family of Radon transforms, and how migrating these to the frequency domain relates to recent phasor-based virtual line-of-sight imaging models for NLOS imaging that obey the constraints of conventional lens-based imaging systems. We then evaluate performance of the selected methods on hidden scenes captured under the same hardware setup and similar photon counts. Our experiments show that existing methods share similar limitations on spatial resolution, visibility, and sensitivity to noise when operating under equal hardware constraints, with particular differences that stem from method-specific parameters. We expect our methodology to become a reference in future research on ToF NLOS imaging to obtain objective comparisons of existing and new methods.

cs.CV

Generalized non-exponential Gaussian splatting

In this work we generalize 3D Gaussian splatting (3DGS) to a wider family of physically-based alpha-blending operators. 3DGS has become the standard de-facto for radiance field rendering and reconstruction, given its flexibility and efficiency. At its core, it is based on alpha-blending sorted semitransparent primitives, which in the limit converges to the classic radiative transfer function with exponential transmittance. Inspired by recent research on non-exponential radiative transfer, we generalize the image formation model of 3DGS to non-exponential regimes. Based on this generalization, we use a quadratic transmittance to define sub-linear, linear, and super-linear versions of 3DGS, which exhibit faster-than-exponential decay. We demonstrate that these new non-exponential variants achieve similar quality than the original 3DGS but significantly reduce the number of overdraws, which result on speed-ups of up to $4\times$ in complex real-world captures, on a ray-tracing-based renderer.

cs.GR

Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media

Efficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously, remains a research challenge. Inspired by recent methods for scene reconstruction that leverage mixtures of 3D Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels, and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method as a compact and efficient alternative to other forms of volume modeling for forward and inverse rendering of scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally-used Gaussian kernel in scene reconstruction tasks. The versatility and physically-based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting and complex camera models.

cs.GR

Non-line-of-sight imaging in the presence of scattering media using phasor fields

Non-line-of-sight (NLOS) imaging aims to reconstruct partially or completely occluded scenes. Recent approaches have demonstrated high-quality reconstructions of complex scenes with arbitrary reflectance, occlusions, and significant multi-path effects. However, previous works focused on surface scattering only, which reduces the generality in more challenging scenarios such as scenes submerged in scattering media. In this work, we investigate current state-of-the-art NLOS imaging methods based on phasor fields to reconstruct scenes submerged in scattering media. We empirically analyze the capability of phasor fields in reconstructing complex synthetic scenes submerged in thick scattering media. We also apply the method to real scenes, showing that it performs similarly to recent diffuse optical tomography methods.

eess.IV

Differentiable Transient Rendering

Recent differentiable rendering techniques have become key tools to tackle many inverse problems in graphics and vision. Existing models, however, assume steady-state light transport, i.e., infinite speed of light. While this is a safe assumption for many applications, recent advances in ultrafast imaging leverage the wealth of information that can be extracted from the exact time of flight of light. In this context, physically-based transient rendering allows to efficiently simulate and analyze light transport considering that the speed of light is indeed finite. In this paper, we introduce a novel differentiable transient rendering framework, to help bring the potential of differentiable approaches into the transient regime. To differentiate the transient path integral we need to take into account that scattering events at path vertices are no longer independent; instead, tracking the time of flight of light requires treating such scattering events at path vertices jointly as a multidimensional, evolving manifold. We thus turn to the generalized transport theorem, and introduce a novel correlated importance term, which links the time-integrated contribution of a path to its light throughput, and allows us to handle discontinuities in the light and sensor functions. Last, we present results in several challenging scenarios where the time of flight of light plays an important role such as optimizing indices of refraction, non-line-of-sight tracking with nonplanar relay walls, and non-line-of-sight tracking around two corners.

cs.GR

Virtual Light Transport Matrices for Non-Line-Of-Sight Imaging

The light transport matrix (LTM) is an instrumental tool in line-of-sight (LOS) imaging, describing how light interacts with the scene and enabling applications such as relighting or separation of illumination components. We introduce a framework to estimate the LTM of non-line-of-sight (NLOS) scenarios, coupling recent virtual forward light propagation models for NLOS imaging with the LOS light transport equation. We design computational projector-camera setups, and use these virtual imaging systems to estimate the transport matrix of hidden scenes. We introduce the specific illumination functions to compute the different elements of the matrix, overcoming the challenging wide-aperture conditions of NLOS setups. Our NLOS light transport matrix allows us to (re)illuminate specific locations of a hidden scene, and separate direct, first-order indirect, and higher-order indirect illumination of complex cluttered hidden scenes, similar to existing LOS techniques.

eess.IV

Primary-Space Adaptive Control Variates using Piecewise-Polynomial Approximations

We present an unbiased numerical integration algorithm that handles both low-frequency regions and high frequency details of multidimensional integrals. It combines quadrature and Monte Carlo integration, by using a quadrature-base approximation as a control variate of the signal. We adaptively build the control variate constructed as a piecewise polynomial, which can be analytically integrated, and accurately reconstructs the low frequency regions of the integrand. We then recover the high-frequency details missed by the control variate by using Monte Carlo integration of the residual. Our work leverages importance sampling techniques by working in primary space, allowing the combination of multiple mappings; this enables multiple importance sampling in quadrature-based integration. Our algorithm is generic, and can be applied to any complex multidimensional integral. We demonstrate its effectiveness with four applications with low dimensionality: transmittance estimation in heterogeneous participating media, low-order scattering in homogeneous media, direct illumination computation, and rendering of distributed effects. Finally, we show how our technique is extensible to integrands of higher dimensionality, by computing the control variate on Monte Carlo estimates of the high-dimensional signal, and accounting for such additional dimensionality on the residual as well. In all cases, we show accurate results and faster convergence compared to previous approaches.

cs.GR

Virtual Wave Optics for Non-Line-of-Sight Imaging

Non-Line-of-Sight (NLOS) imaging allows to observe objects partially or fully occluded from direct view, by analyzing indirect diffuse reflections off a secondary, relay surface. Despite its many potential applications, existing methods lack practical usability due to several shared limitations, including the assumption of single scattering only, lack of occlusions, and Lambertian reflectance. We lift these limitations by transforming the NLOS problem into a virtual Line-Of-Sight (LOS) one. Since imaging information cannot be recovered from the irradiance arriving at the relay surface, we introduce the concept of the phasor field, a mathematical construct representing a fast variation in irradiance. We show that NLOS light transport can be modeled as the propagation of a phasor field wave, which can be solved accurately by the Rayleigh-Sommerfeld diffraction integral. We demonstrate for the first time NLOS reconstruction of complex scenes with strong multiply scattered and ambient light, arbitrary materials, large depth range, and occlusions. Our method handles these challenging cases without explicitly developing a light transport model. By leveraging existing fast algorithms, we outperform existing methods in terms of execution speed, computational complexity, and memory use. We believe that our approach will help unlock the potential of NLOS imaging, and the development of novel applications not restricted to lab conditions. For example, we demonstrate both refocusing and transient NLOS videos of real-world, complex scenes with large depth.

cs.CV

Progressive Transient Photon Beams

In this work we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust, and is able to generate animations of time-resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient-state. We extend the beam steady-state radiance estimates to include the temporal domain. Then, we develop a progressive version of spatio-temporal density estimations, that converges to the correct solution with finite memory requirements by iteratively averaging several realizations of independent renders with a progressively reduced kernel bandwidth. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media.

cs.GR

Area-preserving parameterizations for spherical ellipses

We present new methods for uniformly sampling the solid angle subtended by a disk. To achieve this, we devise two novel area-preserving mappings from the unit square $[0,1]^2$ to a spherical ellipse (i.e. the projection of the disk onto the unit sphere). These mappings allow for low-variance stratified sampling of direct illumination from disk-shaped light sources. We discuss how to efficiently incorporate our methods into a production renderer and demonstrate the quality of our maps, showing significantly lower variance than previous work.

cs.GR

DeepToF: Off-the-Shelf Real-Time Correction of Multipath Interference in Time-of-Flight Imaging

Time-of-flight (ToF) imaging has become a widespread technique for depth estimation, allowing affordable off-the-shelf cameras to provide depth maps in real time. However, multipath interference (MPI) resulting from indirect illumination significantly degrades the captured depth. Most previous works have tried to solve this problem by means of complex hardware modifications or costly computations. In this work we avoid these approaches, and propose a new technique that corrects errors in depth caused by MPI that requires no camera modifications, and corrects depth in just 10 milliseconds per frame. By observing that most MPI information can be expressed as a function of the captured depth, we pose MPI removal as a convolutional approach, and model it using a convolutional neural network. In particular, given that the input and output data present similar structure, we base our network in an autoencoder, which we train in two stages: first, we use the encoder (convolution filters) to learn a suitable basis to represent corrupted range images; then, we train the decoder (deconvolution filters) to correct depth from the learned basis from synthetically generated scenes. This approach allows us to tackle the lack of reference data, by using a large-scale captured training set with corrupted depth to train the encoder, and a smaller synthetic training set with ground truth depth to train the corrector stage of the network, which we generate by using a physically-based, time-resolved rendering. We demonstrate and validate our method on both synthetic and real complex scenarios, using an off-the-shelf ToF camera, and with only the captured incorrect depth as input.

cs.GR

Second-Order Occlusion-Aware Volumetric Radiance Caching

We present a second-order gradient analysis of light transport in participating media and use this to develop an improved radiance caching algorithm for volumetric light transport. We adaptively sample and interpolate radiance from sparse points in the medium using a second-order Hessian-based error metric to determine when interpolation is appropriate. We derive our metric from each point's incoming light field, computed by using a proxy triangulation-based representation of the radiance reflected by the surrounding medium and geometry. We use this representation to efficiently compute the first- and second-order derivatives of the radiance at the cache points while accounting for occlusion changes. We also propose a self-contained two-dimensional model for light transport in media and use it to validate and analyze our approach, demonstrating that our method outperforms previous radiance caching algorithms both in terms of accurate derivative estimates and final radiance extrapolation. We generalize these findings to practical three-dimensional scenarios, where we show improved results while reducing computation time by up to 30\% compared to previous work.

cs.GR

Analyzing Interfaces and Workflows for Light Field Editing

With the increasing number of available consumer light field cameras, such as Lytro TM, Raytrix TM, or Pelican Imaging TM, this new form of photography is progressively becoming more common. However, there are still very few tools for light field editing, and the interfaces to create those edits remain largely unexplored. Given the extended dimensionality of light field data, it is not clear what the most intuitive interfaces and optimal workflows are, in contrast with well-studied 2D image manipulation software. In this work we provide a detailed description of subjects' performance and preferences for a number of simple editing tasks, which form the basis for more complex operations. We perform a detailed state sequence analysis and hidden Markov chain analysis based on the sequence of tools and interaction paradigms users employ while editing light fields. These insights can aid researchers and designers in creating new light field editing tools and interfaces, thus helping to close the gap between 4D and 2D image editing.

cs.GR

A Radiative Transfer Framework for Spatially-Correlated Materials

We introduce a non-exponential radiative framework that takes into account the local spatial correlation of scattering particles in a medium. Most previous works in graphics have ignored this, assuming uncorrelated media with a uniform, random local distribution of particles. However, positive and negative correlation lead to slower- and faster-than-exponential attenuation respectively, which cannot be predicted by the Beer-Lambert law. As our results show, this has a major effect on extinction, and thus appearance. From recent advances in neutron transport, we first introduce our Extended Generalized Boltzmann Equation, and develop a general framework for light transport in correlated media. We lift the limitations of the original formulation, including an analysis of the boundary conditions, and present a model suitable for computer graphics, based on optical properties of the media and statistical distributions of scatterers. In addition, we present an analytic expression for transmittance in the case of positive correlation, and show how to incorporate it efficiently into a Monte Carlo renderer. We show results with a wide range of both positive and negative correlation, and demonstrate the differences compared to classic light transport.

cs.GR

Fast Back-Projection for Non-Line of Sight Reconstruction

Recent works have demonstrated non-line of sight (NLOS) reconstruction by using the time-resolved signal frommultiply scattered light. These works combine ultrafast imaging systems with computation, which back-projects the recorded space-time signal to build a probabilistic map of the hidden geometry. Unfortunately, this computation is slow, becoming a bottleneck as the imaging technology improves. In this work, we propose a new back-projection technique for NLOS reconstruction, which is up to a thousand times faster than previous work, with almost no quality loss. We base on the observation that the hidden geometry probability map can be built as the intersection of the three-bounce space-time manifolds defined by the light illuminating the hidden geometry and the visible point receiving the scattered light from such hidden geometry. This allows us to pose the reconstruction of the hidden geometry as the voxelization of these space-time manifolds, which has lower theoretic complexity and is easily implementable in the GPU. We demonstrate the efficiency and quality of our technique compared against previous methods in both captured and synthetic data

cs.CV